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EventBanner 2v8Mode
IconModifier 2v8
Quotes left Double the Trouble...

Eight Survivor face two Killers in this new, extreme Game Mode.

Survivors can choose from four new Classes, each with their own predefined Load-outs.
Maps have three exits, and three Hatches will appear when only two Survivors are left standing in the Trial.
But beware: Hooks have been replaced with a frightening new sacrificial device: the Cage of Corruption!
Quotes right
~ Game Mode Description

Game Mode: 2v8 (v1) was the first iteration of the limited-time Game Mode Modifier in Dead by DaylightIconHelp DBDlogoIconHelp DBDlogoIconHelp DBDlogo.

It was originally available from 25 July 2024 to 8 August 2024, but then extended for another week until the 15th.

It was accompanied by a Game Mode Tome: Game Mode Tome 1 - 2v8.


Overview[]

It featured 8 Survivors playing against 2 Killers with a modified gameplay loop.

Characters[]

Killers[]

Killer Players were limited to the following selection of 5 original Killers, due to the Mode being tailored to their Powers:

Killer Players could choose freely which Killer they want to play as, with one limitation: they may not both play as the same Killer.

Survivors[]

Since Survivors did not have inherent abilities, they had no restrictions in 2v8.
Survivor Players could choose any Character that they own.

Queueing with Friends[]

It was possible for Survivor Players to queue up together with their friends to play in this mode, just like with regular ranked Trials.

As an additional first, Killer Players could also queue up with a friend to play as the two Killers in that Trial.

2v8 therefore combined both a Survive with Friends and Kill with Friend mode.

Supersized Maps[]

2v8 took place on special supersized versions of the following 5 Maps, chosen at random:

Most Maze Tiles that appeared on these Maps had been increased in size as well, making them safer for Survivors.
Pallets also spawned more frequently across possible spawn locations, leading to the return of the infamous safe "Double Pallets" (there exist unsafe versions on Greenville Square).

Player Disconnects[]

Just like in regular ranked Trials, Survivors who disconnected were replaced with a Survivor Bot.

Additionally, if one of the two Killer Players disconnected, their Killer would be replaced by a Killer Bot.
The system did not support both Killers disconnecting, however, leading to the Trial ending.


Log-in Rewards[]

2v8 LoginRewards

The Game Mode featured daily Log-in Rewards for the duration of the Event.


Gameplay Changes[]

Load-outs[]

This mode was restricted to a variety of predetermined Loadouts.

Regular PerksIconHelp perksIconHelp perksIconHelp perks, Add-onsIconHelp addonsIconHelp addonsIconHelp addons, OfferingsIconHelp offeringsIconHelp offeringsIconHelp offerings, and ItemsIconHelp itemsIconHelp itemsIconHelp items were not accessible.
Instead, Survivors had Classes with predetermined Skills that granted them special default abilities, whereas Killer Skills were predetermined by their individual Power and shared Team Power.

Emblems[]

In Game Mode: 2v8, Emblems were hidden from the Tally Screen and did not factor into a Player's Grade, as they would in regular ranked Trials would.

This had the side-effect that Players who were playing Game Mode: 2v8 exclusively while the Event was available did not progress their Grades at all.

Generators[]

Each Map featured a total of 13 GeneratorsIconHelpLoading generatorsIconHelpLoading generatorsIconHelpLoading generators, of which Survivors had to repair 8 in order to power the Exit GatesIconHelp exitGatesIconHelp exitGatesIconHelp exitGates.

Cages of Corruption[]

Instead of hooking Survivors, a mechanic similar to Cages of AtonementIconHelp cagesOfAtonementIconHelp cagesOfAtonementIconHelp cagesOfAtonement was used; the Cages of Corruption.

Instead of hooking Survivors, Killers instead sent downed Survivors to these Cages.
Survivors instead gained Cage States, rather than Hook Stages.

Being uncaged, unlike being unhooked, did not alarm The Killers with a Loud Noise Notification.

Exit Gates[]

Due to the larger Map size, 3 Exit GatesIconHelp exitGatesIconHelp exitGatesIconHelp exitGates were present in each Trial.

This prevented both Killers from body-blocking an Exit Gate Switch each and preventing Survivors from escaping altogether.

Hatches[]

For similar reasons to the Exit Gates, a total of 3 HatchesIconHelp hatchIconHelp hatchIconHelp hatch were present in each Trial.

They only became accessible when there were just 2 Survivors remaining alive in the Trial.

However, when a Survivor escaped through a Hatch, that Hatch instantly closed, serving as a one time use per Survivor.

Chests[]

Each Map spawned a total of 20 ChestsIconHelp chestsIconHelp chestsIconHelp chests.

Self-Heal Ability[]

After progressing 2 Cage States, Survivors automatically unlocked the Self-Heal and Self-Recovery abilities.

This was the so-called "Unlockable Skill" shared across all Classes.


Classes[]

Classes were determined in the Lobby and influenced how a Survivor would play the Trial.
Classes were visible to all other Survivors, both in the Lobby and on the HUD during the Trial.

Survivors could freely choose their preferred Class, they were not bound to specific Characters or Players, however, there was a limitation of a maximum of 4 Survivors with the same Class.
If a Player joined the Lobby with a Class that was already filled to the limit, they were automatically reassigned to a different Class that has free spots, indicated by a red exclamation mark on the Class icon.

There were a total 4 Classes, which were comparable to a Survivor's version of a Killer Power:

  • Escapist
  • Guide
  • Medic
  • Scout


Survivor Skills[]

Main article: Skills


All four Classes had 4 predetermined Skills:

  • Team Skill (Slot 1)
  • Aura Skill (Slot 2)
  • Innate Skill (Slot 3)
  • Unlockable Skill (Slot 4)
    • This Skill automatically unlocks upon reaching the second Cage State.
    • This Skill is inherent to all four Classes and does not change.

Shared Skill[]

Icon Name Description Slot
IconSkills SurvivorSelfcare Generic
Shared Unlockable Skill
  • Unlocks the Self-Care ability, allowing you to self-heal without needing a Med-KitIconItems firstAidKitIconItems firstAidKitIconItems firstAidKit at 50 % of the regular Healing speed.
  • Unlocks the Self-Recovery ability, allowing you to fully recover from the Dying StateIconHelp dyingIconHelp dyingIconHelp dying without help from other Survivors.
  • Self-Recovery after charging the Health Bar for at least 25 % by yourself grants the following additional effects:
    • EnduranceIconStatusEffects enduranceSurvivorIconStatusEffects enduranceSurvivorIconStatusEffects enduranceSurvivor Status Effect for 20 seconds.
    • +10 % HasteIconStatusEffects hasteIconStatusEffects hasteIconStatusEffects haste Status Effect for 10 seconds.


4

Escapist Skills[]

IconClass Runner
Quotes left One who can defy the forces of absolute terror will deliver their team to safety... Quotes right
Icon Name Description Slot
IconSkills RunnerAura
Escapist Aura Skill


2
IconSkills RunnerInnate
Escapist Innate Skill
  • While injured, you are granted a permanent +3 % HasteIconStatusEffects hasteIconStatusEffects hasteIconStatusEffects haste Status Effect.


3
IconSkills RunnerTeam
Escapist Team Skill Starting to run triggers this Skill:
  • Grants a +150 % HasteIconStatusEffects hasteIconStatusEffects hasteIconStatusEffects haste Status Effect for 3 seconds.
    • This effect is also extended to all other Survivors within 12 metres of your location.

This Skill causes the ExhaustedIconStatusEffects exhaustedIconStatusEffects exhaustedIconStatusEffects exhausted Status Effect for 20 seconds.
This Skill cannot be used when Exhausted.

1

Guide Skills[]

IconClass Mechanic
Quotes left One who can bring clarity where there is darkness will deliver their team to safety... Quotes right
Icon Name Description Slot
IconSkills MechanicAura
Guide Aura Skill
  • The AurasIconHelp aurasIconHelp aurasIconHelp auras of Generators are revelaed to you within 16 metres.


2
IconSkills MechanicInnate
Guide Innate Skill
  • Survivors within 8 metres of your location benefit from the following effects:
    • The bonus Progression of Great Skill ChecksIconHelp skillChecksIconHelp skillChecksIconHelp skillChecks during Repairs is increased by +3 %.
    • The volume of Repair noises is reduced by -50 %.

This Skill is inactive while hiding inside a LockerIconHelp lockersIconHelp lockersIconHelp lockers.

3
IconSkills MechanicTeam
Guide Team Skill
  • While repairing a GeneratorIconHelpLoading generatorsIconHelpLoading generatorsIconHelpLoading generators, your AuraIconHelp aurasIconHelp aurasIconHelp auras and that of the Generator are revealed to the team.


1

Medic Skills[]

IconClass Medic
Quotes left One who can provide a helping hand to their fallen friends will deliver their team to safety... Quotes right
Icon Name Description Slot
IconSkills MedicAura
Medic Aura Skill
  • The AurasIconHelp aurasIconHelp aurasIconHelp auras of injured Survivors are revealed to you within 128 metres.


2
IconSkills MedicInnate
Medic Innate Skill
  • Your Personal and Altruistic Healing speeds are increased by +35 %.


3
IconSkills MedicTeam
Medic Team Skill
  • While healing another Survivor, their AuraIconHelp aurasIconHelp aurasIconHelp auras is revealed to the team.
  • Survivors within 3 metres of your location have their Altruistic Healing speed increased by +25 %.
    • This effects is inactive while you are being chased.


1

Scout Skills[]

IconClass Scout
Quotes left One who can venture out and uncover hidden secrets will deliver their team to safety... Quotes right
Icon Name Description Slot
IconSkills ScoutAura
Scout Aura Skill
  • Whenever either Killer performs the Break or Damage action, their AuraIconHelp aurasIconHelp aurasIconHelp auras is revealed to you.
    • This effect also triggers when the Killer is stunned by a PalletIconHelp pullDownIconHelp pullDownIconHelp pullDown.


2
IconSkills ScoutInnate
Scout Innate Skill
  • Grunts of Pain are suppressed while crouching.
  • Your Movement speed while crouching is increased by +100 %.


3
IconSkills ScoutTeam
Scout Team Skill
  • Whenever a Killer is within 64 metres of your location and you have Line of Sight on them, their AuraIconHelp aurasIconHelp aurasIconHelp auras is revealed to the team.


1


Killer Skills[]

Main article: Skills


All five Killers available in this mode had 4 predetermined Skills:

  • Team Skill (Slot 1)
  • Innate Skill (Slot 2)
  • Killer Skill 1 (Slot 3)
  • Killer Skill 2 (Slot 4)

The two Killer Skills were shared across all Killers, whereas the Team Skill and the Innate Skill were unique to each Killer.

Compared to a regular ranked Trial, every Killer had slight balance changes and tweaks to their base-kits specifically for this mode.

Shared Skills[]

These Skills are shared across all five Killers:

Icon Name Description Slot
IconSkills KillerChaseAura Generic
Shared Killer Skill 1
  • When entering a Chase, the targeted Survivors all suffer from the RevealedIconStatusEffects revealedIconStatusEffects revealedIconStatusEffects revealed Status Effect for 5 seconds or until the other Killer comes within 16 metres of their location, whichever is shorter.


3
IconSkills KillerTeammateAura Generic
Shared Killer Skill 2.1
  • After performing the Damage Generator Action, all Survivors within 20 metres of it suffer from the RevealedIconStatusEffects revealedIconStatusEffects revealedIconStatusEffects revealed Status Effect for 5 seconds.


4
IconSkills KillerRegressionSpeed Generic
Shared Killer Skill 2.2
  • Performing the Damage Generator Action increases the Regression speed of that GeneratorIconHelpLoading generatorsIconHelpLoading generatorsIconHelpLoading generators by +200 %.


4

Unique Trapper Skills[]

Icon Name Description Slot
IconSkills TrapperPassive
Trapper Innate Skill The Trapper starts the Trial with 4 Bear TrapsIconPowers trapIconPowers trapIconPowers trap equipped with an additional 8 Bear Traps spawning in the environment.
  • Increases the Setting speed of Bear Traps by +50 %.
  • Increases the Escape time from Bear Traps by +25 %.

Neither Killer can be caught in armed Bear Traps when walking over them, but doing so as The Trapper will disarm them, requiring a reset.

2
IconSkills TrapperTeam
Trapper Team Skill Whenever The Trapper sets or resets a Bear TrapIconPowers trapIconPowers trapIconPowers trap, he benefits from the following effect:
  • Grants a +150 % HasteIconStatusEffects hasteIconStatusEffects hasteIconStatusEffects haste Status Effect for 3 seconds.
    • This effect also applies to the other Killer if they are within 16 metres of that Bear Trap.


1

Unique Wraith Skills[]

Icon Name Description Slot
IconSkills WraithPassive
Wraith Innate Skill
  • Increases the Cloaking speed by +22 %.
  • Increases the Uncloaking speed by +22 %.
  • Increases Movement speed while Cloaked by +9 %.


2
IconSkills WraithTeam
Wraith Team Skill
  • While Cloaked, the UndetectableIconStatusEffects undetectableIconStatusEffects undetectableIconStatusEffects undetectable Status Effect is extended to the other Killer whenever they are within 16 metres of The Wraith.


1

Unique Hillbilly Skills[]

Icon Name Description Slot
IconSkills HillbillyPassive
Hillbilly Innate Skill
  • The Chainsaw no longer deals double damage.
  • Increases the Turn rate of the Chainsaw by +44 %.
  • Reduces the Cool-down time after hitting an obstacle during a Chainsaw Sprint by -12 %.


2
IconSkills HillbillyTeam
Hillbilly Team Skill
  • During a Chainsaw Sprint, all Survivors coming within 10 metres of The Hillbilly suffer from the ExposedIconStatusEffects exposedIconStatusEffects exposedIconStatusEffects exposed Status Effect until he ends the Chainsaw Sprint.


1

Unique Nurse Skills[]

Icon Name Description Slot
IconSkills NursePassive
Nurse Innate Skill
  • Increases the range of the Lunge Attack after a Blink by +30 %.
    • This range is further increased by an additional +30 % per Chain Blink, up to a combined total of +90 %.
  • Reduces the duration of Fatigue by -7 %.
  • Reduces the duration of the additional Fatigue gained from Chain Blinks by -65 %.
  • Reduces the duration of the additional Fatigue gained from missed Special Attacks by -0.5 seconds.
  • Teleporting within 1 metre of a Survivor causes them to scream.
  • Increases Movement speed during a Chain Blink by +30 %.
  • Extends the Chain Blink Window by +0.2 seconds.


2
IconSkills NurseTeam
Nurse Team Skill
  • While within 16 metres of the other Killer, The Nurse is granted +1 Token towards her Power.
    • This Token is lost once The Nurse is no longer in range and cannot be saved.


1

Unique Huntress Skills[]

Icon Name Description Slot
IconSkills HuntressPassive
Huntress Innate Skill
  • The Huntress starts the Trial with 10 Hunting HatchetsIconPowers huntingHatchetsIconPowers huntingHatchetsIconPowers huntingHatchets equipped.
  • Increases Movement speed while out of Hatchets by +4.5 % to ~4.6 m/s.
  • Increases Movement speed during the Wind-up Phase by +5 %.
  • Reduces the Reload time at LockersIconHelp lockersIconHelp lockersIconHelp lockers by -20 %.
  • Reduces the Cool-down time between successive Hatchet throws by -20 %.


2
IconSkills HuntressTeam
Huntress Team Skill


1


Trivia[]

  • Game Mode: 2v8 has been confirmed to not be a one-off, with the Mode returning at a later date with an adjusted Survivor experience and greater Killer variety.
    • It has the chance to become a permanent Game Mode at some point in the future.
  • The Classes "Escapist" and "Guide" were called "Runner" and "Mechanic" at some point in development, according to the file names of their icons.
  • Game Mode: 2v8 uses the internal food-based code name "Calamari".


Trailer[]

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